class Hans : SpiderMastermind
{
    Default
    {
        Health 850;
        Radius 50;
        Height 87;
        Mass 1000;
        Speed 15;
        PainChance 40;
        Monster;
        +BOSS
        +MISSILEMORE
        +FLOORCLIP
        +NORADIUSDMG
        +DONTMORPH
        +BOSSDEATH
        SeeSound "hans/HANGUT";
        AttackSound "hans/WOLF3DS";
        PainSound "";
        DeathSound "hans/HANDEA";
        ActiveSound "";
        Obituary "%o Was killed by Hans Grosse.";
        Tag "$FN_HANS";
    }
    States
    {
    Spawn:
        HANS AB 10 A_Look;
        Loop;
    See:
        HANS A 3 A_Metal;
        HANS ABB 3 A_Chase;
        HANS C 3 A_Metal;
        HANS CDD 3 A_Chase;
        HANS E 3 A_Metal;
        HANS EFF 3 A_Chase;
        Loop;
    Missile:
        HANS A 20 BRIGHT A_FaceTarget;
        HANS G 4 BRIGHT A_SPosAttackUseAtkSound;
        HANS H 4 BRIGHT A_SPosAttackUseAtkSound;
        HANS H 1 BRIGHT A_SpidRefire;
        Goto Missile+1;
    Pain:
        HANS I 3;
        HANS I 3 A_Pain;
        Goto See;
    Death:
        HANS A 20;
		HANS A 20 A_Scream;
		HANS J 2;
        HANS K 2 A_NoBlocking;
        HANS LMNOPQR 2;
        HANS S 30;
        HANS S -1 A_BossDeath;
        Stop;
    }
}
//chainfuckery idk what to call this section
class WOLF3d : Chaingun
{
	Default
	{
		Weapon.SelectionOrder 700;
		Weapon.AmmoUse 1;
		Weapon.SlotNumber 4;
		Weapon.AmmoGive 100;
		Weapon.AmmoType "Clip";
		Inventory.PickupMessage "$Ah, I remember the good 'ol days.";
		//I don't, I was in my negative 70s during WWII
		Obituary "$OB_MPCHAINGUN";
		Tag "$TAG_WOLF";
	}
	States
	{
	Ready:
		WOLF A 1 A_WeaponReady;
		Loop;
	Deselect:
		WOLF A 1 A_Lower;
		Loop;
	Select:
		WOLF A 1 A_Raise;
		Loop;
  Fire:
		WOLF A 0 A_PlaySound("WOLF3D/WOLF3DS2", CHAN_WEAPON);
		WOLF A 0 A_GunFlash("Flash1");
		WOLF A 3 A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
		WOLF B 0 A_PlaySound("WOLF3D/WOLF3DS2", CHAN_WEAPON);
		WOLF B 0 A_GunFlash("Flash2");
		WOLF B 3 A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
		WOLF B 0 A_ReFire;
		Goto Ready;
	Flash1:
		WOLD A 5 Bright A_Light1;
		Goto LightDone;
	Flash2:
		WOLD B 5 Bright A_Light2;
		Goto LightDone;
	Spawn:
		WGUN A -1;
		Stop;
	}
}
//space between
class MACH : Chaingun
{
	Default
	{
		Weapon.SelectionOrder 700;
		Weapon.AmmoUse 1;
		Weapon.SlotNumber 3;
		Weapon.AmmoGive 100;
		Weapon.AmmoType "Clip";
		Inventory.PickupMessage "$Rattle 'em, boys!";
		//Haha funny skeleton boi lol
		Obituary "$OB_MPCHAINGUN";
		Tag "$TAG_MACH";
	}
	States
	{
	Ready:
		MACH A 1 A_WeaponReady;
		Loop;
	Deselect:
		MACH A 1 A_Lower;
		Loop;
	Select:
		MACH A 1 A_Raise;
		Loop;
  Fire:
		MACH A 0 A_PlaySound("WOLF3D/WOLF3DS3", CHAN_WEAPON);
		MACH A 0 A_GunFlash("Flash1");
		MACH A 5 A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
		MACH B 0 A_PlaySound("WOLF3D/WOLF3DS3", CHAN_WEAPON);
		MACH B 0 A_GunFlash("Flash2");
		MACH B 5 A_FireBullets(5.6, 0, 1, 5, "BulletPuff");
		MACH B 0 A_ReFire;
		Goto Ready;
	Flash1:
		MACD A 3 Bright A_Light1;
		Goto LightDone;
	Flash2:
		MACD B 3 Bright A_Light2;
		Goto LightDone;
	Spawn:
		MAUN A -1;
		Stop;
	}
}
//Nazi guard
class Nazi : ZombieMan
{
	Default
	{
		Health 20;
		Radius 20;
		Height 56;
		Speed 8;
		PainChance 200;
		Monster;
		+FLOORCLIP
		SeeSound "Nazi/Wake";
		AttackSound "grunt/attack";
		PainSound "grunt/pain";
		DeathSound "na_death";
		ActiveSound "nothing";
		Obituary "%o was killed by a stupid pee baby";
		Tag "$FN_NAZI";
		DropItem "Clip";
	}
 	States
	{
	Spawn:
		NAZI AB 10 A_Look;
		Loop;
	See:
		NAZI AABBCC 4 A_Chase;
		Loop;
	Missile:
		NAZI E 10 A_FaceTarget;
		NAZI F 8 A_PosAttack;
		NAZI E 8;
		Goto See;
	Pain:
		NAZI G 3;
		NAZI G 3 A_Pain;
		Goto See;
	Death:
		NAZI H 5;
		NAZI I 5 A_Scream;
		NAZI J 5 A_NoBlocking;
		NAZI K 5;
		NAZI L -1;
		Stop;
	XDeath:
		NAZI H 5;
		NAZI I 5 A_Scream;
		NAZI J 5 A_NoBlocking;
		NAZI K 5;
		NAZI L -1;
		Stop;
	Raise:
		POSS K 5;
		POSS JIH 5;
		Goto See;
	}
}
//blah mm food
class FOODWOLF : Health
{
  Default
  {
    Inventory.Amount 25;
    inventory.maxamount 100;
    inventory.icon "I_MDKT";
    inventory.pickupmessage "$Delicous!.";
    +COUNTITEM
  }
  states
  {
  Spawn:
    JEDI A -1;
    stop;
  }
}
// space
class Hitler : SpiderMastermind
{
    Default
    {
        Health 1150;
        Radius 30;
        Height 87;
        Mass 1000;
        Speed 15;
        PainChance 40;
        Monster;
        +BOSS
        +MISSILEMORE
        +FLOORCLIP
        +NORADIUSDMG
        +DONTMORPH
        +BOSSDEATH
        SeeSound "Hitler/Sight";
        AttackSound "hans/WOLF3DS";
        PainSound "Hitler/postdeath";
        DeathSound "Hitler/Dead";
        ActiveSound "";
        Obituary "%o Was killed by Hitler.";
        Tag "$HIT";
    }
    States
    {
    Spawn:
        HITL AB 10 A_Look;
        Loop;
    See:
        HITL A 3 A_Metal;
        HITL ABB 3 A_Chase;
        HITL C 3 A_Metal;
        HITL CDD 3 A_Chase;
        HITL E 3 A_Metal;
        HITL EFF 3 A_Chase;
        Loop;
    Missile:
        HITL A 20 BRIGHT A_FaceTarget;
        HITL G 4 BRIGHT A_SPosAttackUseAtkSound;
        HITL H 4 BRIGHT A_SPosAttackUseAtkSound;
        HITL H 1 BRIGHT A_SpidRefire;
        Goto Missile+1;
    Pain:
        HITL A 3;
        HITL B 3;
        Goto See;
    Death:
        HITL A 20;
		HITL A 40 A_Scream;
		HITL J 2;
        HITL K 2 A_NoBlocking;
        HITL L 1;
		HITL M 2 A_Pain;
		HITL NOPQR 2;
        HITL S 30;
        HITL S -1 A_BossDeath;
        Stop;
    }
}
// space
class Schabbs : Revenant
{
	Default
	{
		Health 800;
		Radius 40;
		Height 110;
		Mass 1000;
		Speed 16;
		PainChance 20;
		Monster;
		MinMissileChance 160;
		+BOSS 
		+MISSILEMORE
		+FLOORCLIP
		+NORADIUSDMG
		+DONTMORPH
		+BOSSDEATH
		SeeSound "cyber/sight";
		PainSound "cyber/pain";
		DeathSound "Schabbs/dead";
		ActiveSound "cyber/active";
		Obituary "%o was killed by the evil Nazi Docter";
		Tag "Schabbs";
	}
	States
	{
	Spawn:
		SCHA AB 10 A_Look;
		Loop;
	See:
		SCHA A 3;
		SCHA ABBCC 3 A_Chase;
		SCHA AB 3;
		SCHA C 3 A_Chase;
		Loop;
	Melee:
		SCHA C 0 A_FaceTarget;
		SCHA G 6 A_SkelWhoosh;
		SCHA H 6 A_FaceTarget;
		SCHA H 6 A_SkelFist;
		Goto See;
	Missile:
		SCHA G 0 BRIGHT A_FaceTarget;
		SCHA G 10 BRIGHT A_FaceTarget;
		SCHA H 10 A_SkelMissile;
		SCHA H 10 A_FaceTarget;
		Goto See;
	Pain:
		SCHA A 10 A_Pain;
		Goto See;
    Death:
        SCHA A 20;
		SCHA A 20 A_Scream;
		SCHA I 10;
		SCHA J 10; 
		SCHA K 10;
		SCHA L 10 A_NoBlocking;
		SCHA L 10;
		SCHA L 30;
		SCHA L -1 A_BossDeath;
		Stop;
	}
}
//Nazi Officer
class Officer : ShotgunGuy
{
	Default
	{
		Health 20;
		Radius 20;
		Height 56;
		Speed 8;
		PainChance 200;
		Monster;
		+FLOORCLIP
		SeeSound "Nazi/Wake";
		AttackSound "grunt/attack";
		PainSound "grunt/pain";
		DeathSound "Officer/dead";
		ActiveSound "nothing";
		Obituary "%o was killed by a stupid pee baby";
		Tag "Officer";
		DropItem "Shotgun";
	}
 	States
	{
	Spawn:
		NAZI AB 10 A_Look;
		Loop;
	See:
		NAZI AABBCC 4 A_Chase;
		Loop;
	Missile:
		NAZI E 10 A_FaceTarget;
		NAZI F 8 A_PosAttack;
		NAZI E 8;
		Goto See;
	Pain:
		NAZI G 3;
		NAZI G 3 A_Pain;
		Goto See;
	Death:
		NAZI H 5;
		NAZI I 5 A_Scream;
		NAZI J 5 A_NoBlocking;
		NAZI K 5;
		NAZI L -1;
		Stop;
	XDeath:
		NAZI H 5;
		NAZI I 5 A_Scream;
		NAZI J 5 A_NoBlocking;
		NAZI K 5;
		NAZI L -1;
		Stop;
	Raise:
		POSS K 5;
		POSS JIH 5;
		Goto See;
	}
}
